xref: /aosp_15_r20/external/skia/tests/sksl/wgsl/Sample.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut {
4*c8dee2aaSAndroid Build Coastguard Worker  @location(0) sk_FragColor: vec4<f32>,
5*c8dee2aaSAndroid Build Coastguard Worker};
6*c8dee2aaSAndroid Build Coastguard Worker@group(1) @binding(3) var tex_Sampler: sampler;
7*c8dee2aaSAndroid Build Coastguard Worker@group(1) @binding(2) var tex_Texture: texture_2d<f32>;
8*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) {
9*c8dee2aaSAndroid Build Coastguard Worker  {
10*c8dee2aaSAndroid Build Coastguard Worker    let a: vec4<f32> = textureSample(tex_Texture, tex_Sampler, vec2<f32>(1.0));
11*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = vec3<f32>(1.0);
12*c8dee2aaSAndroid Build Coastguard Worker    let b: vec4<f32> = textureSample(tex_Texture, tex_Sampler, _skTemp0.xy / _skTemp0.z);
13*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = vec3<f32>(1.0);
14*c8dee2aaSAndroid Build Coastguard Worker    let c: vec4<f32> = textureSampleBias(tex_Texture, tex_Sampler, _skTemp1.xy / _skTemp1.z, -0.75 + 0.0);
15*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = (a * b) * c;
16*c8dee2aaSAndroid Build Coastguard Worker  }
17*c8dee2aaSAndroid Build Coastguard Worker}
18*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
19*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
20*c8dee2aaSAndroid Build Coastguard Worker  _skslMain(&_stageOut);
21*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
22*c8dee2aaSAndroid Build Coastguard Worker}
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